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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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#958 
http://www.gameinformer.com/p/doom.aspx

Yeah I couldn't be bothered to read through all that crap either but I spent a few seconds skipping through a couple of the videos, and I'm now feeling cautiously optimistic. Could be fun. 
 
From some of the things they say, it seems id may be confusing "fast gameplay" with "busy gameplay".

Most of the time, classic Doom didn't have busy gameplay. But the player could run at high speeds, which was essential to explore the whole level figuring out puzzles, hunting secrets and getting all remaining items before exiting the level.

The way they're talking, it seems their concept of "speed" is solely focused on the battles. I hope I'm wrong.

Yay for horns!

Watching the other videos now. 
Addendum 
"But the player could run at high speeds, which was essential to explore the whole level figuring out puzzles, hunting secrets and getting all remaining items before exiting the level" � without getting bored. 
There's Also The Fact That 
the Game Design was relatively simple: you just run and shoot, you've got items, secrets, you've got to reach the exit, and there's monsters in the way.
It's simple, but the game design allow said simplicity to go beyond what is written on paper: the player's allowed to do whatever he wants from the rules, and monsters can create interesting situations, same thing goes with level design.
Here for Doom4 it feels restricted, and when you try to put restrictions (what it is my guess goes to console pandering) on a simple game design you try to add-on things to try to reach the same "depth" that happened in D1&2 (even though that depth came automatically from the player's perspective, not by artificial means). 
Also 
inb4 someone or a small team of modders try to redo from the ground up D4 on iDTech 4 
Boo 
90s fps = simple mechanics, complex level designs
Modern fps = complex mechanics, simple level designs

In a nut shell 
It's Almost Like 
They're listening to our criticising whinging. 
 
So, the weapon selection wheel is optional, and there's a quick selection method for weapons. Nice.

However, they mentioned an "upgrade system". For me, upgrade systems reeks of grinding.

In classic Doom, the only upgrade was the backpack, and even back then I didn't like it much. But at least it was an upgrade achieved directly through gameplay, it had a physical interactive presence in the game world (in simple words, it was a pickup item). Now they seem to be using an in-game store for the upgrades.

Let's see how this will turn out. Maybe one purpose of in-game stores is to make sure that players will eventually get the upgrades, since pickup items may sometimes go unnoticed. But I don't think Doom needs this. 
I Like Marty Stratton 
I've been to QuakeCon a few times (1997, 2000, 2002 and 2005) and it's nice to see a guy work his way up through the ranks at id and get to direct a dream project. At the events I saw him at he always seemed liked the hardest working guy of the bunch, very approachable and direct. I'm rooting for D4 myself and I liked the alpha although it was pretty bare bones. 
Upgrades 
I like upgrades and RPG-lite stuff, if it's done well. It gives a bit of a reward for exploring around and finding the stuffs etc.

OTOH, Daz is very correct with his assessment, maybe the most succinct summation of where it's all gone wrong. 
Upgrades Can Be Good In Fps 
Hard reset or shadow warrior comes to mind 
 
Bleh.

Upgrades and rpg-lite...

What about doom beat on "take it easy" = Doom proficiency +3!
Fucking improving your own fucking skills is all the RPG you need in a Doom FPS ffs.
Here you can even play weapon upgrade with a new mouse = aiming +1! Even take a few graphic tweaks for some extra FPS = Reflexes & Accuracy +1.

Fucking tits.

Its gonna be whinge & whine all the way till release I am afraid :P 
 
Hard Reset had a better upgrade system than Shadow Warrior, because the store was a physical place in the game world.

Anyway, I just hope it doesn't turn into a "perform 60 fatalities to upgrade your pistol, or kill 10 Hell Knights with the chainsaw to upgrade your shotgun" grindfest. 
 
THe monster design is lame for some monsters- Very., very lame.

I don't care about recreating doom perfectly but I would settle for a good, doom inspired frantic game full of challenging action. But I don't think doom 4 will be good, it will be mostly ruined by bad, cramped level design and the pinata mechanics making the combat difficulty and tension trivial (my predictions) 
 
A thing I don't get is how Id Software ISN'T an independent study making games for the sake of making good games. Didn't they earn "fuck you" money way back then? What the fuck happened. Did they seriously mismanage their capital for doom 3 and rage? 
2013 Shadow Warrior Feelings 
Busy gameplay with fast combat but slow map navigation. Let's hope not.

It worked well enough for the 2013 Shadow Warrior because that game is basically a first-person beat-em-up; mastering the sword is way more effective than shooting.

Slow map navigation sucks. Quake 4 was disappointing in that the running speed was slower than Quake's walking speed. It felt more realistic, but realistic constraints aren't fun. 
#981 
They mismanaged their human capital. Plus, maybe they just got bored.

They needed a kind of Romero to pump things up. The last id game that was true to its roots, imo, was Quake III Arena. 
Partypoopers 
You guys are great at parties aren't you? 
 
It's just reality. I mean, id hasn't done a kick ass game in quite a long time. RAGE was good but that was about it .. good. They haven't done great in ages. 
Yes... 
Id hasn't done a good game since Doom 3. Rage sucked. There's no reason to have faith in it. However, I do feel it's populair to hate on it regardless of quality or not. 
 
Fuck if its popular or not to hate on sub par shit produced by studios that have no fucking valid excuse for it. Mediocrity from professionals should be shit on 
 
I played Rage and Doom 3 both for just the second time last month. I would say that the games are too different to call one better than the other.

However, Rage was probably more fun the second time around than the first. On the other hand, Doom 3 was almost too annoying to play.

The Doom 3 lighting is very hard on the eyes, really fatiguing, and I was sick and tired of randomly spawning monsters by the third level.

I mean really, how did that imp know to be waiting behind that wall for me to walk past? Did they build the base around it? Jeez.

As far as Doom 4, I have not got much hope. 
 
For me, it comes down to looking for signs that a developer understands their own franchise. The moment I saw stylized execution animations, I knew that whatever remains of id does not. 
 
Rage would've been great if it was less ambitious.

Cut all the minigames, half of the sidequests, most of the talking and anything else that gets in the way of the action, and Rage becomes a great game.

Same for Doom 3. Resurrection of Evil is what Doom 3 should have been.

FPS developers should let the overambitious cinematic inventory-management projects to the indie MMORPG crowd, and focus on adrenaline-fueled acrobatic visceral heart-pumping action & navigation. In my humble opinion� 
In The Case Of Rage 
what mankrip said is true. The combat is fun. But in the case of Doom 3, it's not. It's just no fun. 
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